#version 400 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable layout(std140, binding = 0) uniform buf { mat4 MVP; vec4 position[12*3]; vec4 attr[12*3]; } ubuf; layout (location = 0) out vec4 texcoord; layout (location = 1) out vec3 frag_pos; void main() { texcoord = ubuf.attr[gl_VertexIndex]; gl_Position = ubuf.MVP * ubuf.position[gl_VertexIndex]; frag_pos = gl_Position.xyz; }